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About Ometron

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  1. "Armor wear down". A great feature, enabling even infantry equipped with machine guns to deal with armored vehicles...
  2. Ometron

    OWL HE round

    "Small" caliber aircraft HE rounds (.30-06 Springfield Pomeroy, 7.92x57mm Mauser B-Patrone, 7.62x54mmR PZ Explosive 'ZaRa') are fine in terms of damage as well as slash radius against small targets (infantry). Actually, they are quite powerful and deserve a small damage nerf if at all.
  3. Ometron

    PTRD Accuracy Buff

    To clarify things: I think what the OP is referring to when he says "accuracy", is bullet spread actually. When the PTRD was introduced first, i believe it had a spread cone of 1.0 degrees. Some time later it was buffed slightly, to - i believe - 0.8 degrees. Just to give you a comparison: Most bolt-action rifles in the game have a cone of 0.03-0.05 degrees or so... So yeah, the PTRD (as well as the PTRS and Panzerbüchse 39 is suspect) are pretty damn inaccurate. Reason behind that is probably Reto balancing logic. Otherwise, you could "snipe" infantry too consistantly and easily with those weapons...
  4. Inb4 update 1.21.3 - "The Immersion Update Part 2"
  5. Ometron


    Haha, flamethrower go
  6. This has to be added right after Maus, Panther II with 8.8 cm KwK, Me 262, Me 163 and ZG 1229 !
  7. Ometron

    Flamethrowers really reto?

    The fight is on:!/ Inb4 flamethrowers in HnG get pushed to "on hold" anyways XD
  8. Thank you VenstreDjevel for digging out the Deep Dive vid... while skipping through a bit i found the hitbox model i asked for... 27 minute mark... So IF that is still the current and up-to-date model, especially for the head (and i'll just assume it hasn't changed since), then it seems the size of the head-hitbox is actually well-sized and not too large. That brings the question then however, what is the reason behind the increased number of headshots, if it's not an overly large head-hitzone?
  9. ...which is why i requested to have a look at the actual hitbox model via a screenshot provided by the devs. I suspect the high perceived amount of headshots might come by a head-hitbox (or sphere/capsule, i don't know about the actual geometric shapes used as hitboxes) that is a little larger than the actual visible head of the soldiers' model. Case 1: Head-hitbox is larger than head actually. Solution/suggestion: Make it smaller/make it fit, simple. Case 2: Head-hitbox actually fits the size of the head. Solution: ¯\_(ツ)_/¯ On a serious note again: If it was case 2, at least we would know then and rule out case 1...
  10. So you suggest to implement a game logic that takes into account and differentiates, whether a shot is fired from the hip or aimed and therefore having two separate kinds of headshot multipliers?
  11. @Reto.Hades Can we have a screeshot please, showing the current size and shape of a player model's hitboxes?
  12. First of all: Nice overhaul of the AAs! Now to the gun depression "issue" on mobile AAs people have mentioned in the corresponding public test feedback post: I've only tested the Sdkfz 7/1 myself, and yes, there's no negative gun elevation for it. About the GAZ-AAA and M16 MGMC, i don't know, but i assume they also have none. Or maybe the GAZ-AAA actually has some gun depression, thanks to its Maxim machine guns being mounted so high above the driver cabin. And here we are already for the technical reason behind german and american AA vehicles not having gun depression: If they had, the gun barrels would point onto the driver/driver cabin, which would look odd. So the devs decided to rather not have gun depression on those vehicles. What the guns need is a "deadzone" within their horizontal and vertical aiming arc. Other games like Meme Thunder (name altered) have this game mechanism, where a too low depressed gun gets lifted up a bit before the player can move it further horizontally over the driver cabin of the vehicle. See picture for illustration: I agree with people wishing for mobile AAs to be able to depress their guns and also would like to see this getting implemented with a future (minor) update.
  13. Ometron

    Prototype test: Fighter changes

    Whenever there are enough players on proto queueing and finally starting a match, i'll try and get some hard facts: Fw 190: turn time: 8.3 sec (per full turn) roll rate: 4 sec (per full roll) P-51: turn time: 8.9 sec (per full turn) roll rate: 2.7 sec (per full roll) La-7: turn time: 9 sec (per full turn) roll rate: 3.5 sec (per full roll) Although no changes were made to the roll rate (at least not according to changelog), i still included them to give a better picture of the planes' performance.
  14. Ometron

    1.15 patchnotes

    "All LMGs and anti-tank rifles can be mounted [...]" - Granatbüchse 39 can't be mounted... "A new “Very High” graphics setting has been made available with this update, improving the Level of Detail over all distances [...]" - The factory buildings on the "Factory" map still look poor beyond ~50m rendering range. Espescially obvious from a pilots perspective from above... Besides that, the update is quite okay. Only 1 step backwards this time, instead of 2...
  15. Ometron

    G43 Sound

    here you go: